Stun Ray (Spell): Difference between revisions
Jump to navigation
Jump to search
(Created page with "Category:Spells {| class="toccolours" | colspan="2" style="text-align: center; font-size: 1.2em;"| ''Stun Ray'' |- | colspan="2" | Conjuration (Creation) [Electricity] |- ...") |
No edit summary |
||
Line 23: | Line 23: | ||
| '''Spell Resistance''' || Yes | | '''Spell Resistance''' || Yes | ||
|- | |- | ||
| | |} | ||
A quick jolt of electricity darts from your raised hand. The slight smell of ozone lingers afterward. You blast an enemy with a scintillating ray of electricity. You must succeed on a ranged touch attack with the ray to strike a target. The target is stunned for 2d4+1 rounds by the ray of electricity. If the subject makes a successful Fortitude save, it is dazed for only 1 round. The target also takes 10d6 electricity damage, regardless of save. | |||
Revision as of 20:26, 23 October 2022
Stun Ray | |
Conjuration (Creation) [Electricity] | |
Level | Sorcerer/wizard 7 |
Components | V, S, M |
Casting Time | 1 standard action |
Range | Close (25 ft. + 5 ft./2 levels) |
Effect | Ray |
Duration | 1d4+1 rounds; see text |
Saving Throw | Fortitude partial; |
see text | |
Spell Resistance | Yes |
A quick jolt of electricity darts from your raised hand. The slight smell of ozone lingers afterward. You blast an enemy with a scintillating ray of electricity. You must succeed on a ranged touch attack with the ray to strike a target. The target is stunned for 2d4+1 rounds by the ray of electricity. If the subject makes a successful Fortitude save, it is dazed for only 1 round. The target also takes 10d6 electricity damage, regardless of save.